Commit graph

794 commits

Author SHA1 Message Date
Christoph Oelckers
dab61709f8 - added a compile option to fully disable the software renderer.
This is mainly for new games which have been designed for hardware rendering.
Note that this does not remove the software renderer's code - all it does is to disable the vid_rendermode CVAR by turning it into a static constant with the value 4.
2022-11-08 11:24:35 +01:00
Rachael Alexanderson
c860e2d732 - add the following command line parameters:
- -noextras: disable loading of any extras (lights, brightmaps, widescreen)
- -nolights: disable loading of lights
- -nobrightmaps: disable loading of brightmaps
- -nowidescreen: disable loading of included widescreen assets
2022-11-08 00:13:30 -05:00
Christoph Oelckers
4ebcff8573 - remaining changes for moving bone data to the backend 2022-11-06 10:59:33 +01:00
Christoph Oelckers
eb369b24c3 - fixed FileExists check for -loadgame.
This was done before the current savegame path was known so it always errored out.
2022-11-05 23:25:10 +01:00
Christoph Oelckers
ff37d710e2 - overhaul of savegame path management.
* use a different subfolder for each IWAD's saves.
* do not allow load and save CCMDs to escape the save folder. Absolute paths and '..' are being blocked now.
* unified savegame path and filename generation in one single function. All ad-hoc file name generation was replaced.
* -loadgame will also use the designated savegame folder now.
2022-11-05 13:28:31 +01:00
Christoph Oelckers
6eab875ec2 - added option to show hub and episode names on the alt HUD.
Still very much work in progress because few mods have set this up.
CVARs default to off and are not exposed to the menu.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
453688ccc6 - reworked CVARs to not use a linked list and to be initialized manually.
This solves two problems:

* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00
Christoph Oelckers
ef887403cf - marked a few Printf calls in critical error paths as PRINT_NONOTIFY. 2022-10-20 23:55:29 +02:00
Christoph Oelckers
169053587c - fixed: The main loop never checked the cutscene flag for disabling wipes. 2022-10-14 07:10:15 +02:00
Christoph Oelckers
94b249172a - normalize the timer with the app start, not the epoch.
This ensures smaller values and less wraparounds with integer values in scripts.
2022-10-09 14:52:08 +02:00
Christoph Oelckers
207913bced - added a config getter to the interface.
Now the only external reference left in the backend code is the call to GameMain.
2022-10-02 18:42:08 +02:00
Christoph Oelckers
e6615629b3 - move two more backend->frontend calls to the interface 2022-10-02 18:29:57 +02:00
Christoph Oelckers
b19b0db150 - moved language CVAR to backend. 2022-10-02 17:59:39 +02:00
Christoph Oelckers
73142ef2cf - handle menu customization via callbacks. 2022-10-02 17:49:39 +02:00
Christoph Oelckers
a084667bed - move hud scale CVARs to the backend. 2022-10-02 17:33:49 +02:00
Christoph Oelckers
f63d4d8a12 - handle Build tiles via explicit callback to the init function. 2022-10-02 16:54:43 +02:00
Christoph Oelckers
8aaab153fa - add a system interface for CheckCheatmode and moved some sound code to the backend. 2022-10-02 16:48:56 +02:00
Christoph Oelckers
c596095fe0 - minor cleanup. 2022-10-02 14:36:49 +02:00
Christoph Oelckers
8e6bdd72fa - moved UpdateVRModes, AppActive and gamestate into the backend. 2022-10-02 14:28:40 +02:00
nashmuhandes
7ce364bf0f Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch 2022-09-15 20:41:16 -04:00
Christoph Oelckers
4032576519 - blocked off direct access to TAngle’s internal storage. 2022-08-26 18:09:29 +02:00
Christoph Oelckers
f0fbdba593 - disable implicit conversions from float to TAngle 2022-08-26 18:01:26 +02:00
Magnus Norddahl
e2778ba442 Move TexMan.GetCanvas and GetTextureCanvas to common 2022-07-25 18:50:16 +02:00
Magnus Norddahl
bb503950df Add canvastexture definition to animdefs.
Split canvas texture rendering from camera texture rendering.
2022-07-25 18:50:16 +02:00
Omar Polo
0f0b4b7620 fix gzdoom.pk3 not found error
Move the initialization before BaseFileSearch is called, otherwise
GameConfig is used not initialized and it doesn't find the gzdoom.pk3
file.

GameConfig used uninitalized was spotted by @LoneFox78.
2022-07-16 15:04:13 +02:00
Rachael Alexanderson
e3238cd5b7 - always print GZDoom version in the startup log 2022-07-13 14:16:41 -04:00
Christoph Oelckers
07a8701f8d - make sure the last notch on the start screen is rendered. 2022-06-07 23:14:17 +02:00
Christoph Oelckers
989dcfcf1c - avoid storing texture pointers in longer lived data
* these circumvented all internal texture replacement logic. Texture objects should only be resolved right before drawing them
* added an explicit ‚tilebackground‘ option for the summary screen to fix problems with bad decision logic based on incorrect texture type checks. Automatic tiling no longer depends on texture type, but solely on size.
* added a DrawTexture variant that can be passed a texture ID instead of a pointer
2022-06-07 00:00:54 +02:00
Christoph Oelckers
f4d240b05d - this behaves a little better on OpenGL. 2022-06-06 19:50:10 +02:00
Christoph Oelckers
c62e14d2c1 - Backend update from Raze
Mostly cleanup and better separation of game/backend concerns.
2022-06-06 12:09:29 +02:00
Christoph Oelckers
e266fb1c16 - removed all vid_fps offsetting.
To compensate there is now also a "stat fps" which displays the FPS rate in the lower left corner. This had to go because unconditionally altering positions was causing problems with custom HUDs.
2022-06-05 12:16:56 +02:00
Christoph Oelckers
efaaa3c118 - added Raze-style HUD scaling. 2022-06-05 10:57:21 +02:00
Christoph Oelckers
6f22eeac00 - added a few more names to the reserved names for main folder detection.
Also consolidated the access into a single function to avoid indexing errors.
2022-06-04 22:11:14 +02:00
Christoph Oelckers
c597ba2fef - made cutscenes at engine startup work. 2022-06-04 21:31:19 +02:00
Christoph Oelckers
ab856e4f6a - consider "fonts" and "models" reserved folder names. 2022-06-04 18:49:31 +02:00
Christoph Oelckers
99d98cf79d - added cutscene creation code 2022-06-03 00:03:57 +02:00
Christoph Oelckers
b615019715 - fixed: sound must be initialized before the start screen. 2022-06-01 17:44:07 +02:00
Christoph Oelckers
7787a410ea - Startscreen fixes.
* for Strife the game palette must be loaded before the start screen.
* increase update frequency of start screen to roughly 35 fps
* fixed Strife's laser sprite names.
* do not show the native progress bar if a graphical start screen is used.
2022-06-01 09:30:20 +02:00
Christoph Oelckers
077aa6b0ae - cleaned out some duplicates in Posix platform code 2022-06-01 08:37:00 +02:00
Christoph Oelckers
59cddf1601 - hooked up graphical start screens with the in-game renderer. 2022-06-01 08:37:00 +02:00
Christoph Oelckers
2be13e1b9f - changed shader loader to load only one shader at a time
This is merely preparation - the actual loading is still in one uninterrupted piece.
2022-05-13 08:22:22 +02:00
Christoph Oelckers
47c7734042 - add -compatmode for setting a compatibility mode on startup
As a replacement for +compatmode not working as intended.
2022-05-06 08:35:34 +02:00
Christoph Oelckers
3fb292ac71 Revert "- added a bit of hackery so that compatmode CVAR can be set up on startup"
This reverts commit c4408d8536.

This does not work. It always overwrites the saved compatibility settings with the current compatmode.
2022-05-06 08:31:16 +02:00
Christoph Oelckers
010f41a3aa - load the hex font as early as possible. 2022-05-01 14:12:21 +02:00
Christoph Oelckers
2235b42993 - fixed setup of files to load on startup.
Order of addition was not correct and one function had a bad parameter type.
2022-04-30 23:26:51 +02:00
Christoph Oelckers
70c0b6a9a6 - moved -rngseed init to D_InitGame 2022-04-29 02:25:29 +02:00
Christoph Oelckers
72be9bcc27 - pass ´hashfile´ to filesystem as parameter
Avoid global variables, also check args as late as possible.
2022-04-29 02:20:35 +02:00
Christoph Oelckers
ac1cfa6027 - cleaned up the startup code a bit.
Mainly splitting up D_DoomMain_Internal to put all the actual initialization from game data into a subfunction
2022-04-29 02:17:21 +02:00
Christoph Oelckers
ff58e4ec6f - fixed Playdemo and Timedemo check
The assumption that D_DoomLoop never returns does not apply anymore. Let it fall through to the end instead where this is properly handled.
2022-04-29 01:40:28 +02:00
Christoph Oelckers
2bc787b1cc - only check „allowduplicates“ for the final file system init
The other calls to InitMultipleFiles should not use it.

Also fix the check to not skip some entries.
2022-04-29 01:36:06 +02:00